Sole Developer
PC
Unreal Engine 5
1
8 Weeks
Utilised State Trees to manage AI Behaviours, including Enemy Avoidance logic and Target Tracking.
Designed and implemented Ship Combat, making considerations for Arcade Style Gameplay.
Took steps to ensure Physics-Based Movement performed efficiently by Optimising Systems where possible, utilising Unreal Insights and Stat Commands.
Created a series of Dynamic Materials for both UI and In World elements including holographic shields, various stat bars, and ability icons.
Created a Lock-On System aimed at making action more Accessible.
Created Mission Time Tracking and Collectables to give players more Incentive to Replay missions.
Continued Development on this project to release an Arcade Port, including Flight Stick Peripherals, for use in the University of Staffordshire's Staffs Arcade.
Created a series of VFX using Niagara and Photoshop.
Used Sequencer to create cutscenes that Blend Seamlessly in and out of gameplay.
Made use of Data Assets to manage data such as player ships, missions, and collectables.
Created 11 Unique Playable Ships, each with different stats and playstyles.
Created Physics-Based Flight Component using 4DoF Movement inspired by flying games such as Star Wars Battlefront II.
Created a Save Game System to manage Mission Progression and Ship Unlocks.
Created a Component-Based Object Pooling System for individual actors Projectile Management.
Created a Mission Manager and Multiple Mission Types as proof of concept for the extensible nature of the prototype. Mission Types include: Time Trial, Objective Progression, Combat Task.
Fully Guided Tutorial mission to Onboard new players.
Created a First Person Hangar section of gameplay, acting as a base for the player, where they can select their ship and their mission.
This project was developed beyond the module it was initially created for. I was given the opportunity to further develop this project for the University of Staffordshire's Staffs Arcade, a place to showcase projects created by staff or students for events such as open days. This included reworking the core loop of my game to be more streamlined, removing the first person hangar sections, reworking the controls to fit the Flight Stick Peripherals, and adjusting gameplay stats to fit the new platform.